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Expertise/hit cap for tanking?Follow

#1 Jan 21 2008 at 11:44 PM Rating: Decent
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What is a bosses chance to dodge and parry? Right now i have 37 hit rating and 20 expertise (57 expertise rating + talents). I'm not really gearing for either, but i'd like to know at what point it becomes useless to have more expertise and hit.
#2 Jan 22 2008 at 10:29 AM Rating: Decent
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Against a raid level boss, you need to get to 9% hit to be hit capped, which I believe is on the order of 138 hit rating.

I'm not certain what the expertise cap is, but I know RPZip posted it in one of his posts. I believe it to be 60 something expertise rating.

You should prioritize expertise over hit, as expertise applies to both parry and dodge, but be aware that abilities like Taunt use your hit rating to determine resist rates.
#3 Jan 22 2008 at 10:35 AM Rating: Good
CamelToad wrote:
Against a raid level boss, you need to get to 9% hit to be hit capped, which I believe is on the order of 138 hit rating.

I'm not certain what the expertise cap is, but I know RPZip posted it in one of his posts. I believe it to be 60 something expertise rating.

You should prioritize expertise over hit, as expertise applies to both parry and dodge, but be aware that abilities like Taunt use your hit rating to determine resist rates.


That numbers sounds... about right. At 90 Expertise Rating you should stop seeing any Dodges on bosses. Increasing it more will continue to reduce Parries (boss monsters have a very high chance to parry - like 12% base), which means it's just as good as +hit from a pure threat perspective from that point onward.

In actuality, it's better. Less parries means less chance for you to take additional damage (when a boss parries, it gets a hasted attack on its next swing), which is always a good thing.
#4 Jan 22 2008 at 10:47 AM Rating: Good
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RPZip wrote:

That numbers sounds... about right. At 90 Expertise Rating you should stop seeing any Dodges on bosses. Increasing it more will continue to reduce Parries (boss monsters have a very high chance to parry - like 12% base), which means it's just as good as +hit from a pure threat perspective from that point onward.

In actuality, it's better. Less parries means less chance for you to take additional damage (when a boss parries, it gets a hasted attack on its next swing), which is always a good thing.


Dodge and Parry aside, I thought capping the +hit lessened your chance to miss(not be dogded or parried, but miss completely). So wouldn't +Hit be better overall since it doesn't matter if your attacks can't be parried if they miss completely?
#5 Jan 22 2008 at 10:54 AM Rating: Good
Oh, Padawan... how fast you have fallen!

The game uses a one-roll combat table. Decreasing the chance to miss increases only the chance to hit - it has no effect on the chance to crit, glance, dodge, parry or be blocked except in certain outlier situations.

If you have a 9% chance to miss, 9% of all swings will miss. If you have a 5.6% chance to be dodged and a 10% crit chance, 5.6% of all swings will be dodged and 10% of all swings will crit. Going to 0% miss chance still means 5.6% of all swings will be dodged and 10% of all swings will crit.
#6 Jan 22 2008 at 11:23 AM Rating: Good
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2,101 posts
RPZip wrote:
Oh, Padawan... how fast you have fallen!

The game uses a one-roll combat table. Decreasing the chance to miss increases only the chance to hit - it has no effect on the chance to crit, glance, dodge, parry or be blocked except in certain outlier situations.

If you have a 9% chance to miss, 9% of all swings will miss. If you have a 5.6% chance to be dodged and a 10% crit chance, 5.6% of all swings will be dodged and 10% of all swings will crit. Going to 0% miss chance still means 5.6% of all swings will be dodged and 10% of all swings will crit.


Ok I think I got it :-)

so taking those percentages. 1000 swings of your weapon.

With a 9% chance to miss, 5.6% chance to be dodge, 5.6% chance to be parried. We are looking at 90 missed swings, 56 dodged swings and 56 parried swings(more damage taken by you from faster returned swing).

Now cap +hit and lessen expertise(we'll just use the 9% number for parry and dodge) works out to 10 missed swings(if I'm not mistaken you can't go less than 1% miss rate) 90 dodged swings, 90 parried swings.

With hit capped, you are missing an overall of 190 swings, be it a miss, dodge and parry. On the non hit-capped you are missing 202 swings, but 34 more parried swings which causes more damage to you.

I'm sorry if I sound dumb here, I know I'm a bit tired and slow, but I think I see how expertise would be better. I know those are simple numbers I put up there and I'm not taking everything into account, but it's usually easier for me to see it when I simplify it like that. :-P

Edit: dislexyia ftl.

Edited, Jan 22nd 2008 2:43pm by SynnTastic
#7 Jan 22 2008 at 12:06 PM Rating: Decent
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384 posts
Ok cool, thanks guys :)
#8 Jan 22 2008 at 12:55 PM Rating: Decent
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422 posts
SynnTastic wrote:
Now cap +hit and lessen expertise(we'll just use the 9% number for parry and dodge) works out to 10 missed swings(if I'm not mistaken you can't go less than 1% miss rate)


That's false. If you are hit capped, you will NEVER see a Miss. There is no base 1% chance to miss in WoW.

Edit: Spelling

Edited, Jan 22nd 2008 3:55pm by CamelToad
#9 Jan 22 2008 at 1:22 PM Rating: Good
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2,101 posts
CamelToad wrote:
SynnTastic wrote:
Now cap +hit and lessen expertise(we'll just use the 9% number for parry and dodge) works out to 10 missed swings(if I'm not mistaken you can't go less than 1% miss rate)


That's false. If you are hit capped, you will NEVER see a Miss. There is no base 1% chance to miss in WoW.

Edit: Spelling

Edited, Jan 22nd 2008 3:55pm by CamelToad


Just so you don't think I got that out of nowhere, Spell Hit is capped at 99%, I just mixed the two up...

source
#10 Jan 23 2008 at 12:05 AM Rating: Decent
21 posts
Useless tid bits of infomations regarding expertise

Max expertise cap is roughly 16 which equals to roughly 4% that your enemies will not be able to dodge/parry an attack

How is it true?

Human/orc warrior have an innate weapon expertise depending on what they choose, in that case it should have +5 to expetise

Now consider if they have chosen the full defiance talent which also increase their weapon expertise, full defiance talent spec will be +6

Now both will equal to +11 weapon expertise

-------------

If that warrior decides to buy the lower city's Epic ring "Shapeshifter's signet" which has a + 20 weapon expertise

The amount should equal to +31 weapon expertise, but for some reason it is capped at +16 weapon expertise

=====================
Maybe I may be wrong here, but since I have a warrior which has tested this out, this is the result I got
#11 Jan 23 2008 at 12:27 AM Rating: Good
WHRyder wrote:
Useless tid bits of infomations regarding expertise

Max expertise cap is roughly 16 which equals to roughly 4% that your enemies will not be able to dodge/parry an attack

How is it true?

Human/orc warrior have an innate weapon expertise depending on what they choose, in that case it should have +5 to expetise

Now consider if they have chosen the full defiance talent which also increase their weapon expertise, full defiance talent spec will be +6

Now both will equal to +11 weapon expertise

-------------

If that warrior decides to buy the lower city's Epic ring "Shapeshifter's signet" which has a + 20 weapon expertise

The amount should equal to +31 weapon expertise, but for some reason it is capped at +16 weapon expertise

=====================
Maybe I may be wrong here, but since I have a warrior which has tested this out, this is the result I got


Expertise Rating; not the same as Expertise Skill, in the same way that Def Rating != Def Skill.
#12 Jan 23 2008 at 7:43 AM Rating: Decent
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422 posts
SynnTastic wrote:
Just so you don't think I got that out of nowhere, Spell Hit is capped at 99%, I just mixed the two up...


You are correct there. There is a base 1% chance to resist regardless of spell hit.
#14 Jan 24 2008 at 8:31 AM Rating: Good
redbarrom wrote:
Quote:
Expertise Rating; not the same as Expertise Skill, in the same way that Def Rating != Def Skill.


i have always been aware of this fact, there has jsut been something i never understood;

Why do they jsut not get rid of the ratings and lower the amount of defence and expertise on items?


Well, originally there was no rating - there was only Defense Skill, but also 1% Crit and 1% Hit on items (amongst other things). Everything was converted to Rating when TBC hit so that an item with 2% Crit on it wouldn't still give you 2% Crit at level 70.

It just means they don't have to redo every item when WotLK hits.
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